I got to design the UI/UX of this classic franchise from the ground up. This was a very complex game that supported both controllers and keyboard/mouse.
I wanted everything to feel soft, organic and magical. The main interface is a layer on top of the game world so things like the games day and night cycle and lighting effects in the gameplay and bounce off the frames and UI in-game,
Paladins had an established look and feel that I got to take to the next level with several UX upgrades and UI optimizations.
When working with a hero-based shooter you want to get the UI out of the way to allow the fun characters to live and breathe.
The in-game HUD is optimized to display information cleanly and concisely ideal for a competitive multiplayer game.